#gunbrella thoughts (AGB)

1 messages · Page 1 of 1 (latest)

zealous sinew
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🔳 Rail
🔲 Reduced damage against components is counterintuitive and weakens its strategic role. Railguns are supposed to be powerful, precise shots, and being neutered by parts feels poor.
🔲 components have high health which significantly reduce chasis damage if a rail hits a component.

🔳 Plasma
🔲 Good against cubes, but slow to damage components, then the damage ramps up significantly.
🔲 Components have too much health and are absorbing plasma too readily.
🔺 idea: Plasma should deliberately target components less.

🔳UMRL
🔲Plasma on steroids, still component issues. While damage / number of projectiles helps, the core problem of component resistance remains- it also strips weapons and components
🔲Reinforces the Plasma issue, suggesting raw damage output isn't the solution if component interactions are flawed.
🔺 idea: UMRL should deliberately target components less.

🔳 SMG
🔲Terrible at range due to component damage reduction, good at close range cube and focused component damage.
🔲Components at range are acting as shields, severely reducing SMG effectiveness.

🔳 Nano
🔲Better for drilling cubes than degunning. Highlights a lack of component-focused damage for a weapon that should be good at disabling.
🔲Highlights component health issues.

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Few general ideas: these kinda tackle rails issues
Fully destroying a component doubles the remaining damage?
Fully destroying a component in one hit provides a flat damage bonus?
Dealing 2000+ damage in one hit to a component provides a damage bonus?

few ideas for plasma:
AOE should deliberately target components less. - Even in old RC, triforcing mattered because aoe seemed to deliberately avoid weapons at times.
Maybe we should have a split aoe system? one where it raycasts twice and always atleast applies damage to one peice of chasis or something?

Nano:
Nano frankly maybe could even use a increased damage output to components, its scaling just feels poor.

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I shouldnt be thinking "oh lucky, the rail hit my gun or my LTA tank"
it just doesnt make sense.

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fwiw i think this is why air feels so absurdly bulky in procelio

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if you have smg for example half the time you are spitting at components that just wont break

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if before Range-damage-fall-off a smg has to tap one of my guns at range and my guns have like 2500 hp and smg probably deals like 500 damage per shot-its just a completely unsubstantial damage because of a few guns. No chasis damage = no worry.

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Just to say, i dont want things to even blanket take more damage

would we not be in a better place if say, rail felt more consistent? thats all im really asking for. Doesnt make sense that smacking components is the worst strategy with rail most of the time, as opposed to just trying to find a seat.

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we need to incentivize component destruction as a whole it feels poor at times as opposed to tearing into chasis, sometimes you'l go to degun someone and you just pop because they aimed at center mass.

hoary lodge
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i took a minute to recognize robotcraft terminology

dusk beacon
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Personally I am quite strongly opposed to all of this... mainly because I don't like the idea of taking the nice unified damage system and making it all inconsistent between weapons, but also I just don't feel that this is an actual issue in the first place. I think the fact that you play mostly tanky LTA bots is probably a factor here since the large LTA tanks are excellent sinks for overflow damage.

Component resistance from spread weapons (Nova, UMRL) is a thing, but the alternative of having them target components less and directly dump their damage into chassis means that triforced mounts instantly become mandatory for ground bots else they are degunned in one volley from the air.

SMG and Rivet are not meant to be long-range weapons so reduced effectiveness in that capacity feels entirely reasonable to me, and they're hardly useless for poking as is. Up close, they can focus down components just fine.

Rail already does a significant amount of damage overflow when it destroys weapons and most other components, in addition to destroying the component itself in one hit. You can also specifically aim away from high-HP components to do more hull damage if you choose, which adds some additional skill to the weapon.

Flux Weavers are crazy good at healing and should not be a good offensive weapon period unless their repair capability is nerfed.

zealous sinew
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yea... i play lta bots but have you even tried just taking umrl to practice and shooting at the cube based hovers vs the tanks with hefty tank tracks that absorb the aoe?

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not to say that tank tracks in particular are problematic but the damage difference is astounding

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its like you arent hitting the tank track robots.

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cubes fly off like crazy

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it feels really inconsistent

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hitting components feels like a glancing hit, getting a meaty hit on cubes for some reason feels like a critical hit half the time

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i'd rather have to triforce my guns rather than them just being blatantly targetted almost by aoe aswell, i find it problematic. -> it also loves stripping wheels. Thats problematic.

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plasma would feel alot stronger if it tried inflicting more cube damage anyhow imo

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as for smg just meant if you constantly tap components at range odds are you arent doing anything because it results in no meaningful damage.
same just doesnt apply to light cubes especially. Why are guns armor?

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agreed more or less on flux lol i think they just focus too much on coring and that just shows the system at play.

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6 guns will easily sink a whole umrl volley pretty much if they can manage it, would you rather your guns take the damage or eat 200 light cubes worth of damage?
this just doesnt make sense. why isnt armor being the best armor? procelio lowkey needs to encourage less shooting at cubes imo

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i just overall feel like the damage system feels insanely inconsistent the more i personally play.
sometimes hits do alot, sometimes hits do so little.

dusk beacon
dusk beacon
# zealous sinew i'd rather have to triforce my guns rather than them just being blatantly target...

I'm not talking about you or me or any other experienced players RE triforcing btw, but I think it would be unhealthy for it to be highly necessary as it would cause new players who aren't aware of that mechanic to have a very bad time. The current situation feels about right to me, where triforcing is useful and can squeeze out a little extra performance but bots without it don't suffer horribly.

zealous sinew
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i like having choice. indiscriminate aoe targetting would say, force me to enshroud wheels, it certainly can feel that way.
causes issues like covering your wheels being bad for robot driving dynamics

dusk beacon
dusk beacon
zealous sinew
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hard to find a middle ground here when wheels like absorbing aoe. thats why i find it problematic.
buffing durability is a shoehorn fix imho.
it works but it upsets other things, like their durability relative to other weapons or making plasma feel like its not doing anything till it gets a few rounds. Feels poor gameplay wise.

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like thats my issue with the other stuff, hitting someone and doing nothing feels just poor.

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especially like a whole umrl volley and nothing happens. Yes, the damage is applied but visually it feels like things dont line up. obv a few rounds blow up robots but, its gonna feel weird for a player who doesnt get whats going on.